As you wish. :)
The first thing to know about the playable Races in my system is that they are ranked on power. The Game Master is strongly advised not to allow the higher levels unless both they and the other players are willing and ready to share a game with someone that will likely unbalance gameplay. These levels are Low, Moderate, High, and Very-High.
The Low Power Races are sampled from the Human, Siir, and Rafa
Humans are what you know them as, to a certain degree, but instead of being a single (basic) race, they are subdivided into several meaningful groups. The low power ones are Rudhir, Galura, Zeel, Jasil, Sini, Porph, and Neutrati, and include some Swill and Felbreed.
The first six are from a group called the Purebleed, or Pureblooded People. The ancestors of humanity were given certain gifts by the Heroic Spirits, reflected by a change in the color of their blood. These gifts reflected the strengths and weaknesses of how the human subraces developed.
The Rudhir, or Red-Blooded People, were notable for being superhumanly stronger than other humans, but of weak minds. Aside from mere physical power, the Lion Spirit liked them because they were more destructive and wrathful than other humans. Fewer women and children were as destructive as the men, and this, rather than actual strength, is reflected in their stats.
The Galura, or Orange-Blooded People, were notable for their vast powers of abstract thought, will, and magical potential, but were less swift or skillful than the others. The Conflict Spirit liked them because their morality was very clearly bifurcated, with most people being incapable of the same acts of depravity that their delinquents and criminals committed; also, their magic prospects were very powerful and set apart, while the rest had zero magical skill whatsoever, no grey areas.
The Zeel, or Yellow-Blooded People, were fast, good at physical skills, and often quite violent. Unlike their destructive cousins, the Rudhir, these people kept the collateral damage to a minimum, and fine-tuned their murderous impulses into lethal martial combat. A Red-Blood is fun to watch, from a very safe distance; a Yellow-Blood is much more effective, but boring to watch. While they gained the favor of the Wing Spirit, few of their people have any real magical potential, and tend to suck at problem solving.
The Jasil, or Green-Blooded People, had no gifts of strength or speed, and tended to be ugly and ignorant of social graces. However, the Beast Spirit favored them for their resilience in battle, their quick mending, resistance to poison and disease, and their typical potential to live a long time. While resistant to most non-magical threats, they are not known for being all that effective against magical manipulation. Many of them are practically immortal in normal conditions, but marked by a prominent curse placed on them long ago by some ancient wizard or inhuman creature.
The Sini, or Blue-Bloods, are the polar opposite of the Jasil. They tend to be silver-tongued and beautiful, if somewhat sickly, and have learned to defend their frail lives and beautiful art with advanced weapons and excellent skill. The Hooded Spirit favors them as more refined, and deceptive, than the more "primitive" or gullible races.
The Porph, or Violet-Bloods, are everything the Rudhir are not, and somewhat rare as a result. The Sun Spirit has set them apart early in human history, because they are weak, but vastly more intelligent than the others. They value study, logic, and truth, but also the power to shape the truth with their advanced magic.
These six Purebleeds also have a rare defect they share: the Bright-Blood. While colorfully named, the six do not actually look that different on average. Rudhir have "normal" blood to our eyes, the Galura and Zeel have more of a rust color to their blood, and the Jasil and Sini have more of a pale color. The Porph are strange, because their blood is a bright bluish-purple and does not seem red at all. But if a person has the rare Bright-Blood trait, their blood has a bold, paint-like color as explained by the name of their race. Along with it, their race's typical gift is far stronger, and their typical weakness suffers. For example, a Bright-Blooded Rudhir is not simply on bodybuilder level, but able to hoist a draft horse or wagon over their head and hurl it many yards without trouble; as a twist, the poor creature is rather foolish.